【问题标题】:Rendering Kinect Point Cloud with Vertex Buffer Object (VBO)使用顶点缓冲区对象 (VBO) 渲染 Kinect 点云
【发布时间】:2011-11-25 13:05:49
【问题描述】:

我正在尝试制作一个动态点云可视化工具。使用 Kinect 传感器每帧都会更新这些点。为了抓取我正在使用 OpenCV 和 GLUT 显示的帧。 OpenCV API 为点 xyz 位置返回 640 x 480 (float *),为 rgb 颜色数据返回 640 x 480 (int *)。 为了获得最大的性能,我尝试在流模式下使用顶点缓冲区对象而不是简单的顶点数组。我能够用顶点数组渲染它,但我的 VBO 实现没有渲染任何东西。我在声明中尝试了一堆不同的命令,但我找不到我缺少的东西。有人可以尝试指出我正确的方向吗?这是简化的代码:(我已经按照Christian Rau的要求重写了错误的版本,所以你们可以理解我的错误)

int main()
{
    //Delaring variables, inittiating glut, setting camera and checking the compatibility as http://www.songho.ca/opengl/gl_vbo.html
    glutDisplayFunc(displayCB);
    glutIdleFunc(displayCB); 
    ... 
    //Inittiating the vertex buffers
    if(vboSupported)
    {
        glGenBuffers(1, &vertex_buffer);
        glBindBuffer(GL_ARRAY_BUFFER_ARB, buffer);
        glBufferData(GL_ARRAY_BUFFER_ARB, (sizeof(GLfloat) * 640 * 480 * 3), 0, GL_STREAM_DRAW_ARB);
        glBufferSubData(GL_ARRAY_BUFFER_ARB, 0,  (sizeof(float) * 640 * 480 * 3), point_cloud.points_position); 

        glGenBuffers(2, &color_buffer);
        glBindBuffer(GL_ARRAY_BUFFER_ARB, buffer);
        glBufferData(GL_ARRAY_BUFFER_ARB, (sizeof(GLbyte) * 640 * 480 * 3), 0, GL_STREAM_DRAW_ARB);
        glBufferSubData(GL_ARRAY_BUFFER_ARB, 0,  (sizeof(char) * 640 * 480 * 3), point_cloud.points_color); 
    }
    //glutMainLoop(), cleaning memory, ending main
    ..
}

//Updating the screen
void displayCB()
{
    point_cloud.update();

    // clear buffer
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    // save the initial ModelView matrix before modifying ModelView matrix
    glPushMatrix();

        glBindBuffer(GL_ARRAY_BUFFER_ARB, color_buffer);
        glBufferSubData(GL_ARRAY_BUFFER_ARB, 0,  (sizeof(char) * 640 * 480 * 3), point_cloud.points_color); 
        glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);

        glBindBuffer(GL_ARRAY_BUFFER_ARB, vertex_buffer);
        glBufferSubData(GL_ARRAY_BUFFER_ARB, 0,  (sizeof(float) * 640 * 480 * 3), point_cloud.points_position); 
        glVertexPointer(3, GL_FLOAT, 0, 0));

        // enable vertex arrays
        glEnableClientState(GL_VERTEX_ARRAY);
        glEnableClientState(GL_COLOR_ARRAY);

        glDrawArrays(GL_POINT, 0, 640*480);

        glDisableClientState(GL_VERTEX_ARRAY);  // disable vertex arrays
        glDisableClientState(GL_COLOR_ARRAY);

        glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);

    glPopMatrix();

    glutSwapBuffers();
}

【问题讨论】:

  • 完全不相关的评论:更新整个缓冲区时使用glBufferData(而不是glBufferSubData)。这可能有助于驱动程序优化事物,但我现在不会详细说明。至少在主代码中,glBufferData 后面的 glBufferSubData 完全没用。
  • 您应该将代码的新版本追加到问题中,而不是在每个答案或评论之后完全更改问题的代码,因为这会使其他答案和阅读问题和答案完全混淆了。
  • 我通过 postint 作为新答案来做到这一点?
  • 不,您只需像这样编辑您的问题:“更新:根据...的回答/评论,我将代码/...部分更改为...,但它仍然没有工作/现在我有这些错误......”或类似的东西。但是您不应该只覆盖现有的问题代码(至少在更改相当重要时不这样做),尤其是当这会使其他答案无效时。
  • 既然您已经解决了问题,您可以考虑将解决方案添加为答案,然后将其标记为这样,以便从未回答列表中删除此问题。

标签: c++ opengl stream kinect vbo


【解决方案1】:

PS:程序已启动并运行,但与 Vertex Array 版本相比,我看不到平均性能有任何改进。这样好吗? 问题已解决。我做了三处改动:

1 - I though that glGenBuffers first parameter was the number that
would be associated to the buffer, instead, its the number of
buffers that would be allocated. This doesn't matter anyway, because
now I'm using a single buffer and adding all the data to it. Didn't
solved the problem, but was going in the right way.

2 - There are two ways of being able to use OpenGL VBO functions.
First, you can bind the ARB  version functions by yourself OR you
can add glew.h and use glewInit() after starting an OpenGL context.
The second option is a LOT cleaner and I changed my code so I don't
use the ARB versions anymore. Still didn't solved the problem.

3 - Christian Rau asked me for glErrors in the code, so, I wrote it
after each OpenGL operation in displayCB. After glDrawArrays I got
an 0x00500 error, that means there is an invalid enum, so I noticed
I was using GL_POINT as parameter to glDrawArrays, instead of
GL_POINTS, so silly that makes me want to kill myself.

最终代码:

//EDIT: Added glew.h as a header and I´m not using the ARB version anymore
#include <glew.h>

    int main()
    {
        //Declaring variables, initiating glut, setting camera and checking the compatibility as http://www.songho.ca/opengl/gl_vbo.html
        glutDisplayFunc(displayCB);
        glutIdleFunc(displayCB); 
        ...

        //EDIT: IS VERY IMPORTANT TO ADD IT AS SOON AS YOU START AN OPENGL CONTEXT.
        initGlew();

        //Inittiating the vertex buffers
        if(vboSupported)
        {
           //EDIT: I was using two buffers, one for color and another for the vertex. I changed the code so I use  a single buffer now.
           //EDIT: Notice that I'm not using the ARB version of the functions anymore.
            glGenBuffers(1, &buffer);
            glBindBuffer(GL_ARRAY_BUFFER_ARB, buffer);
            glBufferData(GL_ARRAY_BUFFER_ARB, (sizeof(GLfloat) * 640 * 480 * 3) + (sizeof(GLbyte) * 640 * 480 * 3), 0, GL_STREAM_DRAW_ARB);
        }
        //glutMainLoop(), cleaning memory, ending main
        ..
    }

    //Updating the screen
    void displayCB()
    {
        point_cloud.update();

        // clear buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

        // save the initial ModelView matrix before modifying ModelView matrix
        glPushMatrix();

            glBindBuffer(GL_ARRAY_BUFFER_ARB, buffer);
            glBufferSubData(GL_ARRAY_BUFFER_ARB, 0,  (sizeof(char) * 640 * 480 * 3), point_cloud.points_color); 
            glBufferSubData(GL_ARRAY_BUFFER_ARB, (sizeof(char) * 640 * 480 * 3), (sizeof(float) * 640 * 480 * 3), point_cloud.points_position);

            // enable vertex arrays
            glEnableClientState(GL_VERTEX_ARRAY);
            glEnableClientState(GL_COLOR_ARRAY);

            glColorPointer(3, GL_UNSIGNED_BYTE, 0, 0);
            //EDIT: Added the right offset at the vertex pointer position
            glVertexPointer(3, GL_FLOAT, 0, (void*)(sizeof(char) * 640 * 480 * 3));

            //EDIT: Was using GL_POINT instead of GL_POINTS
            glDrawArrays(GL_POINTS, 0, 640*480);

            glDisableClientState(GL_VERTEX_ARRAY);  // disable vertex arrays
            glDisableClientState(GL_COLOR_ARRAY);

            glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);

        glPopMatrix();

        glutSwapBuffers();
    }

【讨论】:

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